Units in General
Unit List
This list does not include units planned for but not yet in the game.
Archery Range Archer
Archer, Composite Cavalry Archer Cavalry Archer, Heavy Crossbowmen
Crossbowmen, Heavy Barracks
Pikeman
Pikeman, Halberdman Pikeman, Iron Shank Spearman
Swordman
Swordman, Champion Swordman, Heavy Swordman, Two-Handed Church
Monk Dock Cog
Fishing Ship Galley
Galley, Cannon Galley, War Siege Workshop Bombard Cannon Covered Battering Ram
Covered Battering Ram, Capped Hand Cannoneer
Mangonel Scorpion Ballista Trebuchet Stable
Cavalry, Knight
Cavalry, Lance
This list does not include units planned for but not yet in the game.
Table Key:
HP Hit Points; the amount of damage a unit can take before death.
ROF Rate Of Fire; amount of game time between attacks.
LOS Line Of Sight; distance a unit can see for.
RNG Range; distance of a unit’s attack.
MOV Movement; speed at which the unit moves.
CST Cost; resources required to train unit.
DEF Defenses; the armor posessed by a unit.
ATK Attack; the damage done by a unit.
Unit HP ROF LOS RNG MOV CST DEF ATK
Archer
Swordman, Champion Swordman, Heavy Swordman, Two-Handed Trebuchet
Villager
Per Civilization Unit Breakdown
The distribution of units on a civilization by civilization basis has yet to be determined.
Planned Units, Unique
Unique units are not yet in AGE2.
Each culture has a (super) unit that is unique to it. With the exception of the raider unique units, these are all trained at a castle in the fourth age (the castle being selected to prohibit the practice of quickly building a vast number of super units through posessing multiple training locations). The raider unique units are built at their town center and (for the Viking) dock and are available throughout the game.
The technologies, costs, and attributes of the raider unique units will be adjusted to compensate for their early availability.
Civilization Unit Notes
Briton Longbowmen
Franks Axe Throwers
Vikings Viking Longboats
Celts Woad Berserkers Art derivative from regular berserker (but blue).
Byzantines Cataphracts
Teutons Teutonic Knights Art derivative from regular knights but on foot.
Goths Goth Berserker Derivative.
Saracens Dervishes Religious fanatics, cav unit – mounted berserkers.
Turks Janissaries Shock troops, captured white slaves.
Persians Multi-Purpose Cav Light cav units capable of fighting with sword or bow.
Chinese Semi-Automatic Crossbow Art derivative of heavy crossbowmen.
Japanese Samurai
Mongols Mobile Siege Unit Art is a regular light siege engine capable of morphing to and from a transportable unit (horse, donkey, etc.).
Planned Unit, Trade Cart
When the AGE2 trade model is in place, a Trade Cart unit will be used to conduct overland trade. The trade cart will use a cargo overlay to make the times when it is full or empty apparent to the user.
Optional Units, Alternate Villager
Possibly add a second villager typr to build from the start of the game. This type would be a “super villager”, a villager on horseback that could move faster, gather faster, carry more, and cost more than a regular villager. This would at least slightly mitigate some of the dificulties experienced with the larger map sizes and would provide a new strategic element in the early game.
Unit Behavior
The majority of this feature is currently disabled in AGE2.
Unit AI (Inherent)
Inherent Unit AI describes the basic involuntary logic used by units to function and execute commands.
See Section 5.0, Combat for Unit AI information specific for combat units.
Movement (Special Circumstances)
Units issued orders to attack an enemy unit or building should continue to move toward it if it is destroyed while they are enroute. All units, archers included, should move to a location from which they could have attacked their target had it still remained.
Similarly, villagers given orders to build a building or harvest a resource should continue on to the location at which they would have built or harvested if the building is completed or the resource exhausted while they are enroute.
Order Prioritization
Order prioritization refers to the behavior combat units follow when circumstances in the game
interfere with the orders they have been given. For example, when a group of units are told to move to a specific location but are attacked while enroute, should they continue toward their destination or defend themselves?
The order prioritization model for AGE2 is to be determined.
Trade Unit Behavior To be determined.
Unit Art
See Section B, Database File Naming Conventions for technical information related to AGE2’s art.
A Note to Artists
It is difficult to find exact reference pictures for each unit. Keep in mind that units should generally adhere to some appearing age related guidelines:
Age One units should be clad primarily in cloth or padded armor. They could also have some leather.
Age Two units should be clad primarily in leather or studded / ringed leather armor. They could also have some chain mail items and metal helms.
Age Three units should be clad primarily in chain main or scale mail armor. They could also have some plate mail items.
Age four units should be clad primarily in plate mail armor.
Archer units should generally be clad in chain mail or lesser armor.
Berserkers and the axe thrower can wear less clothing than the others.
Janissaries must have their distinctive hats.
Woad berserkers must have their distinctive tattoos, pants, and neck torques.
Dervish should have a scimitar.
Infiltrator / Spy should be ninja-ish (light or no armor).
Samurai should have distinctive Japanese armor.
Teutonic Knights and Samurai are foot units.
The Ensemble Studios network location for source material is:
Z:\AGE2\ART\APPROVED_SKETCHES – units are listed by task name.
Additional source material can be found in:
Z:\AGE2\ART\AGE2 SCANS A Special Note on Monks
The Monk unit’s appearance should vary depending on a player’s religion selection:
Christian monks should wear brown robes tied with rope (Friar Tuck).
Pagan monks should be as Christian monks but with a goat-head mask.
Muslim monks should wear an off-white robe and a small circular cap.
Buhddist monks should be as Muslim monks but with no cap and a bald head.
Unit Notes
Possible Units, Heros
These units are not yet in the game.
Can convert other units (via persuasion or intimidation) but cannot be converted themselves.
Bonus for units in range.
Ships
Ships will be rendered as hulls only. Three sail sets (European square, Arabic triangular, and Asian fan) will be built and will be programmatically added to ships in the game based on the culture of the owner (at the time of construction).
Possible Unit, Infiltrator
This unit is not yet in the game.
Infiltrators are units that are invisible to all units in the game (except other spies). They have a large line of sight and can see units garrisoned in buildings (that is, enemy buildings in their LOS will display the hash marks denoting garrisoned units when a player selects that building). To attack an enemy infiltrator, the player must have a spy of his own keeping the enemy spy visible.
Infiltrators may also play a role in bribery, a possible game mechanic.
Possible Unit, Kings
This unit is not yet in the game.
Kings are special units that abstractly represent the player in the game. They are better than average infantry units and they provide a +1 bonus to attack and defense for all of their units (not allied units) within a 5 tile radius.
Queen units, with an identical functionality, may also be added to the game.
A victory condition, regicide, revolves areound this unit, see Section14.0, Victory Conditions.